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Model import to Unreal 1 engine (Read 1509 times)
Xoleras
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Model import to Unreal 1 engine
03/12/12 at 00:02:58
 
I've been wanting to import a model for a custom pawn to UT. I already know of the 3DS -> 3D -> U pipeline and whatnot. I just wanted to know if there were some prerequisites. For example, I understand that in general UT pawn models have an average of 800 polys or so. Can anyone tell me if there are any other requirements for the model to be imported correctly. (I tried it with a high def model and it obviously didn't work, it looked like a big stretched out box).
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Re: Model import to Unreal 1 engine
Reply #1 - 03/13/12 at 21:28:13
 
Models needs to fit in a 256x256x256 box (or maybe it was 128x128x128). In my experience, the more complex the model, the fewer frames it can have before screwing up in some way. Sorry, I don't know enough to give you any concrete information.
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Re: Model import to Unreal 1 engine
Reply #2 - 03/14/12 at 03:15:18
 
Skeletal meshes are not nearly as limited. You could try adapting your model to that
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Re: Model import to Unreal 1 engine
Reply #3 - 03/21/12 at 23:06:21
 
AlCapowned wrote on 03/13/12 at 21:28:13:
Models needs to fit in a 256x256x256 box (or maybe it was 128x128x128). In my experience, the more complex the model, the fewer frames it can have before screwing up in some way. Sorry, I don't know enough to give you any concrete information.



Correct on this one, although i should probably add that after alot of research into it, it seems models screwing up is alot more likely to happen to models where many verticles overlap during a frame or two (complex models have a much higher density, hence more likely to cause overlapping when cramped in a 256^2 area)

Doesn't always explain how i manage to overlap many verticles without messing that one up though (think headshot anims)
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Re: Model import to Unreal 1 engine
Reply #4 - 05/06/12 at 18:50:16
 
To avoid my spam messanges I would like to put my question in this topic. If I've got model with polys more than in limit, I must re-model the weapon?? Or there is another way to import it to u1 engine?? BTW I am working on 227h version.
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Re: Model import to Unreal 1 engine
Reply #5 - 05/08/12 at 10:27:41
 
what means more than in limit? I've seen models with over 100k polycount and all what happened what a heavy drain in FPS...
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Re: Model import to Unreal 1 engine
Reply #6 - 05/11/12 at 01:16:21
 
Dozey wrote on 05/06/12 at 18:50:16:
To avoid my spam messanges I would like to put my question in this topic. If I've got model with polys more than in limit, I must re-model the weapon?? Or there is another way to import it to u1 engine?? BTW I am working on 227h version.


I had no problems or lag issues when I imported models from UT2004/UT3/Postal2/Bioshock (Assuming that your models won't be as high-poly as the ones used in those games)
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Re: Model import to Unreal 1 engine
Reply #7 - 05/11/12 at 18:59:02
 
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.
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Re: Model import to Unreal 1 engine
Reply #8 - 05/21/12 at 18:23:23
 
mentalhunter wrote on 05/11/12 at 18:59:02:
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.


Thanks exactly what I've meaned for.
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Re: Model import to Unreal 1 engine
Reply #9 - 05/22/12 at 00:48:40
 
mentalhunter wrote on 05/11/12 at 18:59:02:
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.


That, or modify the "STRENGTH=w/e" to 0.1 or something (Not 100% what the difference between MLOD and Strength is, waiting citation)
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Re: Model import to Unreal 1 engine
Reply #10 - 05/22/12 at 17:48:18
 
MLOD=0 in the import options disallows any LOD and actually makes the mesh into a standard Mesh, and not an LODMesh
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